Is there any way to display the amount of rest time that didn't get used because of disturb?
For example, I rest 100 turns so I avoid the "Looks like any other level" message because the closest down stairs are 5 spaces away from where I entered the level. While I'm resting, a single orc shaman comes into LoS. Now I don't know how long I've rested because I'm still full and I've got permanent light.
So I rest 100 again, and this time I get notified that I feel the gauntlets I'm carrying are cursed and I drop them. Again, used less than the 100 turns AFAICT.
Rest 100 again, and a green centipede comes in. Repeat ad nauseum until nothing disturbs, because each time I might have rested only 5 turns.
On Mar 27, 7:41 am, Hiedran <hiedran.the.fi...@gmail.com> wrote:
> Is there any way to display the amount of rest time that didn't get > used because of disturb?
> For example, I rest 100 turns so I avoid the "Looks like any other > level" message because the closest down stairs are 5 spaces away from > where I entered the level. While I'm resting, a single orc shaman > comes into LoS. Now I don't know how long I've rested because I'm > still full and I've got permanent light.
> Rest 100 again, and a green centipede comes in. Repeat ad nauseum > until nothing disturbs, because each time I might have rested only 5 > turns.
> Only a minor annoyance.
I think you are missing a point here--those 100 turns are intended to make stair-scumming annoying. What you are asking is to make resting a fixed number of turns easier just to ... make stair scumming easier.
On 2008-03-27 15:41:47, Hiedran <hiedran.the.fi...@gmail.com> wrote:
> Is there any way to display the amount of rest time that didn't get > used because of disturb?
Indirectly: explicitly note the time-tick count (available from current score or, in V3.0.9, the main character status panel) before resting, then check again after resting.
Normal speed turns may be calculated directly from the time-tick count: divide by 10.
Note that an uninterrupted rest uses one more player turn than the number of turns rested. Also note that going up/down stairs uses one player turn, although this may not be of much use when trying to vivify the largely useless level feelings.
> For example, I rest 100 turns so I avoid the "Looks like any other > level" message because the closest down stairs are 5 spaces away from > where I entered the level. While I'm resting, a single orc shaman > comes into LoS. Now I don't know how long I've rested because I'm > still full and I've got permanent light.
> So I rest 100 again, and this time I get notified that I feel the > gauntlets I'm carrying are cursed and I drop them. Again, used less > than the 100 turns AFAICT.
> Rest 100 again, and a green centipede comes in. Repeat ad nauseum > until nothing disturbs, because each time I might have rested only 5 > turns.
> On Mar 27, 7:41 am, Hiedran <hiedran.the.fi...@gmail.com> wrote: > > Is there any way to display the amount of rest time that didn't get > > used because of disturb?
> > For example, I rest 100 turns so I avoid the "Looks like any other > > level" message because the closest down stairs are 5 spaces away from > > where I entered the level. While I'm resting, a single orc shaman > > comes into LoS. Now I don't know how long I've rested because I'm > > still full and I've got permanent light.
> > Rest 100 again, and a green centipede comes in. Repeat ad nauseum > > until nothing disturbs, because each time I might have rested only 5 > > turns.
> > Only a minor annoyance.
> I think you are missing a point here--those 100 turns are intended to > make stair-scumming annoying. What you are asking is to make resting > a fixed number of turns easier just to ... make stair scumming easier.
The OP's complaint is that those 100 turns don't just make scumming annoying, but also interfere with fast diving ("the closest down stairs").
What irritates me even more is when I recall to town, do an efficient unload of loot and restock of consumables, and then recall down to be greeted by the dreaded "Looks like any other level", just because I didn't spend enough time _in_the_town_ :(. IIRC, at least one variant (O?) has fixed this so that it is the time spent on the previous dungeon level that counts instead.
> > On Mar 27, 7:41 am, Hiedran wrote: > > > Is there any way to display the amount of rest time that didn't get > > > used because of disturb?
> > > For example, I rest 100 turns so I avoid the "Looks like any other > > > level" message because the closest down stairs are 5 spaces away from > > > where I entered the level. While I'm resting, a single orc shaman > > > comes into LoS. Now I don't know how long I've rested because I'm > > > still full and I've got permanent light.
> > > Rest 100 again, and a green centipede comes in. Repeat ad nauseum > > > until nothing disturbs, because each time I might have rested only 5 > > > turns.
> > > Only a minor annoyance.
> > I think you are missing a point here--those 100 turns are intended to > > make stair-scumming annoying. What you are asking is to make resting > > a fixed number of turns easier just to ... make stair scumming easier.
> The OP's complaint is that those 100 turns don't just make scumming > annoying, but also interfere with fast diving ("the closest down > stairs").
The OP has intentionally decided not to dive as fast as possible, as the level feeling is actually useful to him.
If I could configure the level feeling to react to items on the floor that are useful but in depth, and further more react to *my* notion of how useful the items are, I'd actually consider using the feeling. Being able to configure hazardous monsters would also be a bonus, although perhaps that should be another axis of level feeling. Thinking about it...the fixed object-based level feeling should be configurable from the squelch interface.
As it is, both the level feeling and autoscum are next-to-useless in V3.0.9-.
> In article > <59c0c69a-c33b-4d1e-9cbf-0832c7cd6...@h11g2000prf.googlegroups.com>, > pete m <pmac...@yahoo.com> wrote:
> > On Mar 27, 7:41 am, Hiedran <hiedran.the.fi...@gmail.com> wrote: > > > Is there any way to display the amount of rest time that didn't get > > > used because of disturb?
> > > For example, I rest 100 turns so I avoid the "Looks like any other > > > level" message because the closest down stairs are 5 spaces away from > > > where I entered the level. While I'm resting, a single orc shaman > > > comes into LoS. Now I don't know how long I've rested because I'm > > > still full and I've got permanent light.
> > > Rest 100 again, and a green centipede comes in. Repeat ad nauseum > > > until nothing disturbs, because each time I might have rested only 5 > > > turns.
> > > Only a minor annoyance.
> > I think you are missing a point here--those 100 turns are intended to > > make stair-scumming annoying. What you are asking is to make resting > > a fixed number of turns easier just to ... make stair scumming easier.
> The OP's complaint is that those 100 turns don't just make scumming > annoying, but also interfere with fast diving ("the closest down > stairs").
I'm not trying to scum. Only times I scum are start (but I don't care about level feeling at that point), 1000' (FA), and 2000' (RPois). The rest of the time I'm moving through uninteresting levels quickly (for me).
It's really annoying when I'm resting and a wolfpack is banging down doors.
I think it would be nice to see -You hear something in the distance. You rested for 45 turns.- or -You rested for 45 turns before hearing something in the distance.-
> On 2008-03-27 19:01:09, Matthew Collett <m.coll...@auckland.ac.nz> wrote:
> > In article > > , > > pete m wrote:
> > > On Mar 27, 7:41 am, Hiedran wrote: > > > > Is there any way to display the amount of rest time that didn't get > > > > used because of disturb?
> > > > For example, I rest 100 turns so I avoid the "Looks like any other > > > > level" message because the closest down stairs are 5 spaces away from > > > > where I entered the level. While I'm resting, a single orc shaman > > > > comes into LoS. Now I don't know how long I've rested because I'm > > > > still full and I've got permanent light.
> > > > Rest 100 again, and a green centipede comes in. Repeat ad nauseum > > > > until nothing disturbs, because each time I might have rested only 5 > > > > turns.
> > > > Only a minor annoyance.
> > > I think you are missing a point here--those 100 turns are intended to > > > make stair-scumming annoying. What you are asking is to make resting > > > a fixed number of turns easier just to ... make stair scumming easier.
> > The OP's complaint is that those 100 turns don't just make scumming > > annoying, but also interfere with fast diving ("the closest down > > stairs").
> The OP has intentionally decided not to dive as fast as possible, as the level > feeling is actually useful to him.
> If I could configure the level feeling to react to items on the floor that are > useful but in depth, and further more react to *my* notion of how useful the > items are, I'd actually consider using the feeling. Being able to configure > hazardous monsters would also be a bonus, although perhaps that should be > another axis of level feeling. Thinking about it...the fixed object-based level > feeling should be configurable from the squelch interface.
> As it is, both the level feeling and autoscum are next-to-useless in V3.0.9-.
I think level feeling shouldn't reflect in-depth items or monsters. To the character, they're par for the course, so nothing special. (An argument could be made about the character loving certain types of items or despising types of monsters, though.)
I think customizing level feeling isn't vanilla.
Btw, the reason level feelings are important are if there's an artifact (or ego, sufficiently early) laying on the floor. Or Godly Insights at 50', curse that crash!
Hiedran <hiedran.the.fi...@gmail.com> writes: > I think it would be nice to see -You hear something in the distance. > You rested for 45 turns.- or -You rested for 45 turns before hearing > something in the distance.-
Level feelings are going away in 3.1.0. Will you care then? If not, your problem will be solved as a side effect.
On Mar 27, 1:28 pm, Eddie Grove <eddiegr...@hotmail.com> wrote:
> Hiedran <hiedran.the.fi...@gmail.com> writes: > > I think it would be nice to see -You hear something in the distance. > > You rested for 45 turns.- or -You rested for 45 turns before hearing > > something in the distance.-
> Level feelings are going away in 3.1.0. Will you care then? > If not, your problem will be solved as a side effect.
> Eddie
Put that way, no I won't care. But I will care that level feelings are gone. Mostly because I don't want to miss an unique on the floor. But I'm also sure that I'll adapt, since I care more about level feeling in early game.
Hiedran wrote: > On Mar 27, 12:53 pm, Kenneth 'Bessarion' Boyd <zaim...@zaimoni.com> > wrote:
>> On 2008-03-27 19:01:09, Matthew Collett <m.coll...@auckland.ac.nz> >> wrote: >>> The OP's complaint is that those 100 turns don't just make >>> scumming annoying, but also interfere with fast diving ("the >>> closest down stairs").
>> The OP has intentionally decided not to dive as fast as possible, >> as the level feeling is actually useful to him.
>> If I could configure the level feeling to react to items on the >> floor that are useful but in depth, and further more react to *my* >> notion of how useful the items are, I'd actually consider using the >> feeling. Being able to configure hazardous monsters would also be >> a bonus, although perhaps that should be another axis of level >> feeling. Thinking about it...the fixed object-based level feeling >> should be configurable from the squelch interface.
>> As it is, both the level feeling and autoscum are next-to-useless >> in V3.0.9-.
> I think level feeling shouldn't reflect in-depth items or monsters. > To the character, they're par for the course, so nothing special.
Oh, really?
A character who is way out of his or her ordinary depth might well be very interested in an item which is in its depth - *Healing*, or stat potions, or Acquirement, for instance. Just because they're in-depth doesn't mean they aren't special, either on account of being rare at any depth or on account of the character not having obtained enough of them for said character's own personal tastes.
> I think customizing level feeling isn't vanilla.
As long as it's optional, I don't see why not. Then again, there are some things being proposed (and some, I seem to recall, actually implemented) which I don't think fit in Vanilla and which others seem to like, so I'm not necessarily one to talk.
> Btw, the reason level feelings are important are if there's an > artifact (or ego, sufficiently early) laying on the floor. Or Godly > Insights at 50', curse that crash!
And if that ego item (or artifact, if playing in preserve mode) is in depth but still enough better than what you have to be valuable? Not terribly unlikely if you're diving quickly, I'd imagine.
Personally, I tend to use level feelings not so much as a gauge of how good the loot from a level is likely to be but as a gauge of how dangerous the level is likely to be. I still explore, sometimes more thoroughly then I would otherwise, but far more cautiously on a "superb" level than an "ordinary" one. It wouldn't really fit well in Vanilla, but the change made by some variants to having level feelings be of increasing danger instead of increasing "wow!" is one which makes quite a bit of sense to me.
-- The Wanderer
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